Gamers sometimes disagree on the correct classification
of certain games. For instance, I don’t consider Black Mirror to be
a horror game; yet others do. So, what exactly defines a horror game? Is
your meaning the same as mine?

After being given the opportunity to interview the
developers about their new “horror game” Night Watcher, I went
searching for an exact definition of that term. Surprisingly, I didn’t
find one.

However, I did find a classification called Survival
Horror. The Free Dictionary online defines this as “… a video game genre
in which the player has to survive against often undead
or otherwise supernatural enemies, typically in claustrophobic
environments and from a third-person perspective.” It further says
“Survival horror is possibly the only video game genre that is defined by
theme
as well as gameplay
style.”

Can you tell us how well Night Watcher fits into
the Survival Horror category? Does it differ in some ways from the
stereotypical horror game? If so, how?

Of course, the game we tried to create is very similar
to classic horror. This is because of existing interests and feelings of
gamers, most of whom have established horror game stereotypes. Therefore,
it would be wrong to lose such a large and active audience of players and
fans of classic horror games.

But we were not restricted to anything specific and
have added a rich and extensive detective line. This allows the player to
not only enjoy the horrific and brutal world of the game, but provides an
opportunity to investigate and learn how it all began.

This game is inspired by the novel Night Watcher,
by Oleg Divov. How closely does the game follow the book? To what degree
did the pre-existing story limit or enhance your choices in developing the
game?

We gave the game the exact same name as the book.
However, it would be wrong to say that we adhered to the script of the
book one hundred percent. Of course, we kept the main characters and the
overall concept.

The main difference between the game and the book is
that we emphasised the classic horror elements. In the novel, horror,
black humour, and strong wordings are closely intertwined. Although the
book and the game vary in action and atmosphere, the similarity of the
game to the book can be clearly seen.

“Night Watcher” is described as a temporary
title. Have you settled on a permanent title yet? Could you walk us
through the naming process for a game?

Night Watcher has been
approved as the official title for the game. In game design, very often it
happens that the game name used in the design document (first stage), or
perhaps even in the alpha version, is replaced at a later time by
something that matches the visual and sound of the game more closely. But
in our case, the name Night Watcher was the only one right from the
very start.

Of course, at one time we had some doubts, and once we
went as far as removing the name Night Watcher from the main menu.
But then we came to the conclusion that it fits in the atmosphere of the
game itself, and into all of the requirements for a successful promotion.

I understand that, in the course of the game, players
will visit forty-five different gaming locations. Can you tell us more
about the locations? The image with the floating islands looks futuristic.
Will some or all of the game take place in the future?

No, the game has nothing to do with the future.
Instead, the game takes place in the recent past. As for the location of
the floating island, we just wanted to show that in order to deal and
fight with evil, you need to move into its territory in a different world.
And there you should strike hard and strike first.

I know we get to play as two different characters
during this game. I’m assuming they are Andrei Luzgin and Vladimir
Dolinsky. Can you tell us a bit about how you developed these characters
and why the average gamer will care about what happens to them?

Prototypes of these characters come from the main
characters of the novel. However, the appearances of the characters as
well as the characters themselves undergo a little change. To clarify, the
appearance and build of the heroes was done to very closely fit the
descriptions in the book, but we changed the clothing to make it more
appropriate for the game’s scenarios. Working on Luzgin’s character was a
breeze, but Dolinsky made us sweat. There were several completely
different prototypes before we finally decided upon one.

As for the player caring about the characters, I think
as in any game, the player is obligated to protect the hero for whom he is
playing. Indeed, in the virtual world of the protagonist, he is himself a
player. And who does not love himself? Especially when he looks so good.
<grin>

This part of the official press release has left some
gamers a bit confused: “Five puzzles integrated into the gaming process.”
It seems to say there are only five puzzles. Could you explain that
statement in more detail, and tell us about the kinds of puzzles we’ll see
in this game?

I think for a horror game with forty five locations,
five puzzles will be enough. We have given much more attention to quests,
dialogues, and arcades. The puzzles have been introduced mainly for
filling out the detective line in the game.

I would like to retain some intrigue, and therefore
will not describe any of the puzzles. We want to allow the player to face
them himself in the field.

In a horror game, it is important for the player to be
immersed in the game to such a degree that the tension becomes real to
them. What devices or techniques did you use to accomplish this?

Yes, you’re right. It is very difficult to create an
atmosphere where tension becomes real in a game. To do this, the
backdrops, the settings etc. in the game were replaced by typical horror
elements such as overcast weather, night time, unexpected developments,
and intense music. All of this causes continuous uncertainty in the player
giving them the feeling of being watched constantly.

I’ve seen Night Watcher described as
“point-and-click,” but your website mentions “intuitive and user friendly
controls.” Is the game controlled entirely by the mouse or does it involve
a combination of the mouse and keyboard?

The game actually uses point and click technology. For
the convenience of the player we made simple and intuitive tools, as well
as friendly GUI-interface arcades and mini-games.

Where will the game be released first? Do you plan to
release it in North America, and if so, when?

The first release will be in the ex-USSR. It is also
scheduled to be released in other countries, including North America. And
this should happen in the coming months.

If there is only one thing that a gamer takes away from
this game, what would you like it to be?

Well, if they are playing for fun, let them take
several heads of garlic to keep with them at all times. This will scare
off cold viruses and vampires.

But to be serious, the goal of our game is to deliver
the kind of fun fans of the horror genre have "come to expect-to" get their
adrenaline flowing. The most important thing we hope to do with this game
is to leave the player with a feeling of satisfaction once the game is
over.

And my advice to you once the game begins, make sure
you lock all of the doors behind you, and block the interior doors with
chairs and close all the windows. After all, who knows, maybe the next
city where you see this insurgency from the grave monster will be yours.
And maybe they are closer than you think. Much closer.